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General Tabletop Discussion
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What do you want out of crafting rules?
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<blockquote data-quote="Bawylie" data-source="post: 8208254" data-attributes="member: 6776133"><p>Crafting system needs to take stuff/loot we find on an adventure and turn it into stuff we want.</p><p></p><p>So at the base level I want loot that has a ready GP value such that if I DONT craft, I can sell the loot for cash equivalent. Even at the point of acquisition. DM can say “you snag X coins and 3 steel ingots (whatever) worth Y coins,” and then I can either write down X+Y coins or track the materials. Of course that means either deliberate treasure placement on monsters or in adventures.</p><p></p><p>It also implies a wealth-by-level advancement. More likely by tier.</p><p></p><p>And I want to take that loot, compare it to a crafting list in the book, and “buy” the crafted item by exchanging the loot and the time for the item. That means each item needs a “recipe” of its own. Although those recipes can be formulaic. So I also want a table with those collected recipes so that I can quickly go through.</p><p></p><p>I want crafting to grant access to items that are not traditionally available through the market, and to equate to something like a 10% to 25% discount from the market price of those things that ARE traditionally available (the time spent as an opportunity cost accounts for the price drop). So I can get platemail at a 20% discount but it’ll take 2 or 3 weeks (or whatever) - do we HAVE 2 or 3 weeks to spare right now? Or I can supply some potent healing potions that I know we’ll need but nobody is selling, and we’ll need to wait a few days to brew them.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 8208254, member: 6776133"] Crafting system needs to take stuff/loot we find on an adventure and turn it into stuff we want. So at the base level I want loot that has a ready GP value such that if I DONT craft, I can sell the loot for cash equivalent. Even at the point of acquisition. DM can say “you snag X coins and 3 steel ingots (whatever) worth Y coins,” and then I can either write down X+Y coins or track the materials. Of course that means either deliberate treasure placement on monsters or in adventures. It also implies a wealth-by-level advancement. More likely by tier. And I want to take that loot, compare it to a crafting list in the book, and “buy” the crafted item by exchanging the loot and the time for the item. That means each item needs a “recipe” of its own. Although those recipes can be formulaic. So I also want a table with those collected recipes so that I can quickly go through. I want crafting to grant access to items that are not traditionally available through the market, and to equate to something like a 10% to 25% discount from the market price of those things that ARE traditionally available (the time spent as an opportunity cost accounts for the price drop). So I can get platemail at a 20% discount but it’ll take 2 or 3 weeks (or whatever) - do we HAVE 2 or 3 weeks to spare right now? Or I can supply some potent healing potions that I know we’ll need but nobody is selling, and we’ll need to wait a few days to brew them. [/QUOTE]
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What do you want out of crafting rules?
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